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Chances are, that if you have played Deathmatch Simulator by Kinsie, you may recognize these weapons. viewtopic.php?f=19&t=66264 I have high hopes that I will get in trouble, for various reasons, but I wanted to do this to convert the weapons into a DECORATE format, so, here are the credits along with the link as usual down below. Keep in mind that this is for a Zandronum crowd who are looking to play with the Deathmatch Simulator guns.
[UPDATE:] The new download link is live, but the pk3 is now a wad. And there have been some tweakings done to make them fit within Zandronum.
Spoiler:
== Credits ==
(CODING)
Original FauxDM weapons by Kinsie ported to decorate by KHJasoN25
(SOUNDS)
BFG-GET, CG-GET, CS-GET, PIST-GET, RL-GET, SMG-GET - Doom 3
PL-GET - Duke Nukem 3D
SELGUN - Rise of the Triad
SG-GET, SSG-GET - Doom 2
(SPRITES)
Rocket Launcher sprites by Amuscaria
Quake SSG by LossForWords
Smooth Atari Jaguar Chaingun Spin sprites by DenisBelmondo & Sgt. Shivers
Doom 64 SSG Frames by the Smooth Doom Team
Shotgun & Machinegun sprites by Sonik.O.Fan
Pistol & Plasma Rifle sprites by Kinsie
BFG sprites by VriskaSerket
Keep in mind that this is not all of the weapons, but I will try and release all the weapons I can rip so far.
Known Bugs so far:
-Incompatibility with Zandronum (Resolved)
DL Link has been removed due to this mod now being cancelled.
I'm trying to include as many weapons and monsters as possible.
You can use them if you apply the proper credits from DM Simulator's CREDITS.TXT file... but should you? According to your readme, your package already contains 115 different weapons. I'm going to say, based on the DM Sim weapons being fairly similar to Doom's in purpose, at least half of those already do the exact same thing my weapons do, so all they'd really do is make scrolling to a specific desired weapon take a fraction longer.
Big number-focused "HUNDREDS OF MONSTERS/GUNS/ETC." packs are fun to compile, but they can quickly become difficult to keep working, both bug-wise and balance-wise. I'd personally focusing on a smaller, more unique set of arsenal/beastiary additions, so that every new addition has something interesting to contribute to the fight.
I'm trying to include as many weapons and monsters as possible.
You can use them if you apply the proper credits from DM Simulator's CREDITS.TXT file... but should you? According to your readme, your package already contains 115 different weapons. I'm going to say, based on the DM Sim weapons being fairly similar to Doom's in purpose, at least half of those already do the exact same thing my weapons do, so all they'd really do is make scrolling to a specific desired weapon take a fraction longer.
Big number-focused "HUNDREDS OF MONSTERS/GUNS/ETC." packs are fun to compile, but they can quickly become difficult to keep working, both bug-wise and balance-wise. I'd personally focusing on a smaller, more unique set of arsenal/beastiary additions, so that every new addition has something interesting to contribute to the fight.
Thanks!
One of the ideas with my Oblige mod is that you can turn off the weapons and only add a small roster of weapons. It's not exactly like a monster randomizer; you have full control of which weapons and monsters you want to appear.
And you are right, it is difficult to keep working at least bug-wise. The 4 letter sprite may have been a great idea in 1993, but in 2020 it's draconian. Keeping the actors unique is a pain, but fairly straightforward (I have a good process for that). Oblige does a good job of balancing the monsters, but the weapons require a fair bit of tweaking. The biggest challenge is getting the Weapon.SlotPriority and Weapon.SelectionOrder set correctly.